Jillian Winn - Academia.edu (original) (raw)
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University of the Basque Country, Euskal Herriko Unibertsitatea
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Papers by Jillian Winn
Sex Roles, 2009
... Responses on recency of game playing helped to define a gaming orientation construct with a s... more ... Responses on recency of game playing helped to define a gaming orientation construct with a spectrum ranging from avid gamer to non-gamer. ... Avid gamer Non-gamer Today (%) This week (%) This month (%) 2 to 6 months ago (%) Longer than 6 months (%) Total (N) ...
… Play Conference, East …, 2008
The central prescriptions for using brain games to improve brain health are progressive challenge... more The central prescriptions for using brain games to improve brain health are progressive challenge and brain domain diversification. Exercising a range of cognitive domains is thought to help build a diverse cognitive reserve. Games that are too easy for a player yield little benefit. Brain ...
Games and Culture
This 3-year study used a mixed-method design beginning with content analysis of games envisioned ... more This 3-year study used a mixed-method design beginning with content analysis of games envisioned by 5th and 8th graders, followed by a survey of students in the same age range reacting to video promos representing these games. Results show that the designer's gender influences the design outcome of games and that girls expected that they would find the girl-designed games significantly more fun to play than the boy-designed games, whereas boys imagined that the boy-designed games would be significantly more fun to play than the girl-designed games. Boys overwhelmingly picked games based entirely on fighting as their top ranked games. Girls overwhelmingly ranked those same fighting games as their least preferred. Girls as designers consciously envisioned games with both male and female players in mind, whereas boys designed only for other boys. Both 8th-grade boy game ideas were liberally ``borrowed'' from a successful commercial game.
Sex Roles, 2009
... Responses on recency of game playing helped to define a gaming orientation construct with a s... more ... Responses on recency of game playing helped to define a gaming orientation construct with a spectrum ranging from avid gamer to non-gamer. ... Avid gamer Non-gamer Today (%) This week (%) This month (%) 2 to 6 months ago (%) Longer than 6 months (%) Total (N) ...
… Play Conference, East …, 2008
The central prescriptions for using brain games to improve brain health are progressive challenge... more The central prescriptions for using brain games to improve brain health are progressive challenge and brain domain diversification. Exercising a range of cognitive domains is thought to help build a diverse cognitive reserve. Games that are too easy for a player yield little benefit. Brain ...
Games and Culture
This 3-year study used a mixed-method design beginning with content analysis of games envisioned ... more This 3-year study used a mixed-method design beginning with content analysis of games envisioned by 5th and 8th graders, followed by a survey of students in the same age range reacting to video promos representing these games. Results show that the designer's gender influences the design outcome of games and that girls expected that they would find the girl-designed games significantly more fun to play than the boy-designed games, whereas boys imagined that the boy-designed games would be significantly more fun to play than the girl-designed games. Boys overwhelmingly picked games based entirely on fighting as their top ranked games. Girls overwhelmingly ranked those same fighting games as their least preferred. Girls as designers consciously envisioned games with both male and female players in mind, whereas boys designed only for other boys. Both 8th-grade boy game ideas were liberally ``borrowed'' from a successful commercial game.